/* テスト */
#ifndef INCLUDED_MONSTER_TYPES_H
#define INCLUDED_MONSTER_TYPES_H

/*
 * Monster blow structure
 *
 *	- Method (RBM_*)
 *	- Effect (RBE_*)
 *	- Damage Dice
 *	- Damage Sides
 */
typedef struct
{
	byte method;
	byte effect;
	byte d_dice;
	byte d_side;
} monster_blow;



/*
 * Monster "race" information, including racial memories
 *
 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
 *
 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
 *
 * Note that "cur_num" (and "max_num") represent the number of monsters
 * of the given race currently on (and allowed on) the current level.
 * This information yields the "dead" flag for Unique monsters.
 *
 * Note that "max_num" is reset when a new player is created.
 * Note that "cur_num" is reset when a new level is created.
 *
 * Maybe "x_attr", "x_char", "cur_num", and "max_num" should
 * be moved out of this array since they are not read from
 * "monster.txt".
 */
typedef struct
{
	u32b name;				/* Name (offset) */
	u32b text;				/* Text (offset) */

	u16b avg_hp;				/* Average HP for this creature */

	s16b ac;				/* Armour Class */

	s16b sleep;				/* Inactive counter (base) */
	byte aaf;				/* Area affect radius (1-100) */
	byte speed;				/* Speed (normally 110) */

	s32b mexp;				/* Exp value for kill */

	s16b power;				/* Monster power */

	s16b highest_threat;	/* Monster highest threat */

	byte freq_innate;		/* Innate spell frequency */
	byte freq_spell;		/* Other spell frequency */

	u32b flags[RACE_FLAG_STRICT_UB];	/* Flags */
		/* Flags 0 (general) */
		/* Flags 1 (abilities) */
		/* Flags 2 (race/resist) */
	u32b spell_flags[RACE_FLAG_SPELL_STRICT_UB];	/* Spell flags */
		/* Flags 3 (innate/breath) */
		/* Flags 4 (normal spells) */
		/* Flags 5 (special spells) */

	monster_blow blow[MONSTER_BLOW_MAX]; /* Up to four blows per round */

	byte level;				/* Level of creature */
	byte rarity;			/* Rarity of creature */

	byte d_attr;			/* Default monster attribute */
	_TCHAR d_char;			/* Default monster character */

	byte x_attr;			/* Desired monster attribute */
	_TCHAR x_char;			/* Desired monster character */

	byte max_num;			/* Maximum population allowed per level */
	byte cur_num;			/* Monster population on current level */
} monster_race;


/*
 * Monster "lore" information
 *
 * Note that these fields are related to the "monster recall" and can
 * be scrapped if space becomes an issue, resulting in less "complete"
 * monster recall (no knowledge of spells, etc). XXX XXX XXX
 */
typedef struct
{
	s16b sights;			/* Count sightings of this monster */
	s16b deaths;			/* Count deaths from this monster */

	s16b pkills;			/* Count monsters killed in this life */
	s16b tkills;			/* Count monsters killed in all lives */

	byte wake;				/* Number of times woken up (?) */
	byte ignore;			/* Number of times ignored (?) */

	byte drop_gold;			/* Max number of gold dropped at once */
	byte drop_item;			/* Max number of item dropped at once */

	byte cast_innate;		/* Max number of innate spells seen */
	byte cast_spell;		/* Max number of other spells seen */

	byte blows[MONSTER_BLOW_MAX]; /* Number of times each blow type was seen */

	u32b flags[RACE_FLAG_STRICT_UB];	/* Observed racial flags */
	u32b spell_flags[RACE_FLAG_SPELL_STRICT_UB];	/* Observed racial spell flags */
} monster_lore;



/*
 * Monster information, for a specific monster.
 *
 * Note: fy, fx constrain dungeon size to 256x256
 *
 * The "hold_o_idx" field points to the first object of a stack
 * of objects (if any) being carried by the monster (see above).
 */
typedef struct
{
	s16b r_idx;			/* Monster race index */

	byte fy;			/* Y location on map */
	byte fx;			/* X location on map */

	s16b hp;			/* Current Hit points */
	s16b maxhp;			/* Max Hit points */

	s16b csleep;		/* Inactive counter */

	byte mspeed;		/* Monster "speed" */
	byte energy;		/* Monster "energy" */

	byte stunned;		/* Monster is stunned */
	byte confused;		/* Monster is confused */
	byte monfear;		/* Monster is afraid */

	byte cdis;			/* Current dis from player */

	byte mflag;			/* Extra monster flags */

	bool ml;			/* Monster is "visible" */

	s16b hold_o_idx;	/* Object being held (if any) */

	u32b smart;			/* Field for "adult_ai_learn" */
} monster_type;

/*  
 * Monster data for the visible monster list  
 */ 
typedef struct 
{ 
	u16b count;             /* total number of this type visible */ 
	u16b asleep;            /* number asleep (not in LOS) */
	u16b los;               /* number in LOS */ 
	u16b los_asleep;        /* number asleep and in LOS */
} monster_vis;  

#endif /* INCLUDED_MONSTER_TYPES_H */
